Hm, if it drops to 93 then it sounds like that extra 255 is clocks it over to 0 and starts again. Try changing the disposition boost your faction gives from 1000 to 100 or 255 and see how it goes then? Alternatively, lower their rank as the disposition boost is multiplied by their level.
That seems like the most likely explanation, but it seems a little odd as I'd normally expect clockovers at 255/65535 as they're the maximum in a 1-byte/2-byte variable.
They're currently set to ignore friendly attacks, so they won't defend themselves against 'friendly' attackers. They should assist you against them though if the disposition difference is high enough.
As for them not actually drawing a weapon on their enemies, that's odd. They ought to start the combat by buffing themselves, but they should still attack.
NPCs should be able to have restoration/alteration/armourer all on one. They get locked down when they begin one support behaviour and no other support function can try to use them until it finishes.
What do you mean about default combat style, just having the NPC's starting melee/ranged determined when they're recruited? That's doable, yeah. Adding NPCs reading/sleeping etc when they're waiting is more work than it's worth, as I'd have to write up a system to create fake schedules for all your waiting NPCs, deal with them not standing around like lemons for 8 hours if there's no beds available, deal with location creep when you reenter the cell and so on...
Glad you like the design of it. It's more based on what I've found I need from companions than anything else, so I've kept it simple and (sort of) streamlined.
Faction disposition to 100 gives me the same results. I didn't put any ranks in my custom faction. I have my factions crime, gold multiplier set to 0, would that effect anything?
Well, if I get attecked my companion reacts/ assists me, no problems there. If only they get attacked and not me, my companion just stands there taking a beating until I step in.
Well my companion may draw their weapon and buff with an invisible and chameleon spell, but nothing after that. They don't sneak attack.
When you make an NPC, there's an option for combat style. Some option examples are Default, DefaultMage, DefaultArcher, etc. I'm mean the very default combat style that the NPC is initially programmed with before they're given any of the "melee only", "use ranged and magic only", "try to be versatile", etc. After one of those commands have been selected, I was wondering if it's possible to add an option so they revert to their origional combat style (simple?). Example, a conjurer, tell them use "melee only" but after a while I might want them to go back to their origional combat style that Bethesda programmed them with.
As far as default AI routine, I mean I gave my companion their own routine. Wake at 6am, eat breakfast 1 hour, drink 1 hour, randomly cast light, bound gauntlets, or invisible (simulate training), eat/drink supper at 6pm for 2hours, read book at 8pm for 2hours, 10pm sleep. When I tell them to "wait here" the only options I have are "no just stay here", "harvest ingrediants", "make yourself at home". "Just stay here" the only thing they do is wonder around, "harvest ingrediants" haven't tried it yet but I figured it's self explanitory, "make yourself at home" they only sit and eat the whole time. I was thinking it would be simple? to add a command that just reverts the NPC to their origion AI packages? The only problem with that is if you have an NPC that Bethesda made, they would wind up going all the way back home if your in the middle of nowhere. I designed my companions AI packages to do their routine on the spot and the only way I can get them to do it is if I dismiss them every time, and then recruit them again when I need them. You wouldn't have to add anymore AI packages yourself I don't think. I designed my compions AI packages to execute them where-ever my companion is at the time.
Although there might be one or two features that I like about CM partners, just all the individual commands you have to give them at every turn, especially in the heat of battle, gets to be quite cumbersome. Plus CM's they loot only one type of item or everything, where CSR loots based on value or you can tell your companion to leave the looting to you (which I like). Learn spells from scrolls is a cool feature. To actually have a context command key assigned is useful. The wonder from player's character distance is better, not so short like CM's. All CM's partners have to be specialized and can't be an all in one class, unfortunately. With CSR it appears your campanion can be a jack-of-all-trades, if done right. CSR is easier to design an NPC for since you can recruit anyone and can be independant from the CSR pluggins if I want to. About the only thing I like about CM's is, perhaps, more immediate command execution. I.E: you companion goes into sneak mode the second you do without delay. The training feauture in CM's is neet but ruined by a 2 minute timer instead of stopping when you cry "uncle" (yield). I think I wouln't mind learning to program/ scipt my companions AI to take more initiative on healing, although I suppose that could go the other way and they'd wind up healing more than combating.